Is there a Mage class in Driftmoon?

Fiach5 years ago

Played the game up until you get a bow, looking at the skills available at level up, there doesnt seem to be any "Mage" type skills, or am I missing something obvious?

Thanks for any help Played the game up until you get a bow, looking at the skills available at level up, there doesnt seem to be any "Mage" type skills, or am I missing something obvious?
Thanks for any help :)Edited 5 years ago

You haven't gone blind, don't worry. Leveling in Driftmoon isn't actually class-based, rather it's dependent on the talents you select. We made a decision early on that the player in the game isn't a powerful wizard, so none of the talents available will look like magical spells. I'm actually hoping that someone will make a magic-user mod, and it shouldn't be too difficult with some of the new fancy scripting tools we're getting in the final release version. That's a tip for anyone interested...

By the way, the talent tree will grow by four new talents in the next update! My favourite is the Goldfish talent, doubly useful. You haven't gone blind, don't worry. :) Leveling in Driftmoon isn't actually class-based, rather it's dependent on the talents you select. We made a decision early on that the player in the game isn't a powerful wizard, so none of the talents available will look like magical spells. I'm actually hoping that someone will make a magic-user mod, and it shouldn't be too difficult with some of the new fancy scripting tools we're getting in the final release version. That's a tip for anyone interested... ;)
By the way, the talent tree will grow by four new talents in the next update! My favourite is the Goldfish talent, doubly useful. :)

OK, so I went back in the game with archer in mind, it looks like I have to buy a sword skill before I can buy an archery skill?

Thanks again.Ah, OK, thanks for the reply, I tend to just play mages in rpg's.
OK, so I went back in the game with archer in mind, it looks like I have to buy a sword skill before I can buy an archery skill?
Thanks again.Edited 5 years ago

We've removed that requirement from the final version, it's been commented about before.

Driftmoon isn't a combat-heavy game - in fact we've focused most of our development efforts into the story and the characters. Still, we've spent a lot of time designing the combat side of Driftmoon, but it's definitely not supposed to compete with action RPG's. I believe the finesses of combat in Driftmoon really come out farther into the game where the opponents are more varied and depending on your skills, you can get fairly creative.We've removed that requirement from the final version, it's been commented about before.
Driftmoon isn't a combat-heavy game - in fact we've focused most of our development efforts into the story and the characters. Still, we've spent a lot of time designing the combat side of Driftmoon, but it's definitely not supposed to compete with action RPG's. I believe the finesses of combat in Driftmoon really come out farther into the game where the opponents are more varied and depending on your skills, you can get fairly creative.

Like Ville wrote, the talent tree in our current version is considerably less finalized than in the full version (which has been undergoing beta testing by us, and in a few days by our beta testing group).

We're trying to focus most of our efforts into getting everything in the game finished soon, and I think that's why Ville forgot to mention that the Vanilla Driftmoon does actually have some mage skills, a bit later on into the game (bless, and summoning a stone giant, for example - and naturally we have a bunch of potions as well). Just wanted to mention it, so that you don't get the wrong idea. And in addition to those, there's a whole bunch of other non-melee based tactics you can use against opponents, once you advance a bit futher (you can build your own walking, exploding barrels, use mines, etc).

But like my dear husband said, while we've actually put quite a lot of effort into combat as well, Driftmoon is not a game heavy in combat - there's many more things to do in it, than just fight your way through. If you'd like more combat in it (and thus, also faster advance in the combat skills), I suggest you play with one of the two harder difficulty settings. Hi Fiach, here's my two cents as well:
Like Ville wrote, the talent tree in our current version is considerably less finalized than in the full version (which has been undergoing beta testing by us, and in a few days by our beta testing group).
We're trying to focus most of our efforts into getting everything in the game finished soon, and I think that's why Ville forgot to mention that the Vanilla Driftmoon [i]does[/i] actually have some mage skills, a bit later on into the game ([spoiler]bless, and summoning a stone giant[/spoiler], for example - and naturally we have a bunch of potions as well). Just wanted to mention it, so that you don't get the wrong idea. :) And in addition to those, there's a whole bunch of other non-melee based tactics you can use against opponents, once you advance a bit futher ([spoiler]you can build your own walking, exploding barrels, use mines,[/spoiler] etc).
But like my dear husband said, while we've actually put quite a lot of effort into combat as well, Driftmoon is not a game heavy in combat - there's many more things to do in it, than just fight your way through. If you'd like more combat in it (and thus, also faster advance in the combat skills), I suggest you play with one of the two harder difficulty settings.

It's not that I want more combat, it's just that I prefer class based combat, eg. Mage, Archer etc. and ideally composite/hybrid incarnations of those classes.

I got the impression (dunno how) that the game was 98% complete, but from what you say, I am mistaken and apologise for pre-judging it.

What I did play, I found interesting and enjoyable. Hi Anne, thanks for the reply :)
It's not that I want more combat, it's just that I prefer class based combat, eg. Mage, Archer etc. and ideally composite/hybrid incarnations of those classes.
I got the impression (dunno how) that the game was 98% complete, but from what you say, I am mistaken and apologise for pre-judging it.
What I did play, I found interesting and enjoyable. :)

Fiach: The game we're still holding onto is almost a 100% complete, but the version available is still missing a few things. Luckily, that should change soon.

Nice to hear you enjoyed the alpha you played, thanks!Fiach: The game we're still holding onto [i]is[/i] almost a 100% complete, but the version available is still missing a few things. Luckily, that should change soon. :)
Nice to hear you enjoyed the alpha you played, thanks!